Constructors video • [GMS2.3] Structs and Constructors : OOP in...
I lost where I was and skipped ahead on accident.
Next video, everything gets fixed and we can get our RPG skills done in the game. The player/enemy skills pool in an rpg game should always be accessible by both player and npc units.
They're shared, and so, the object that handles the skills should be accessible to all relevant units.
What you should be careful with is how it's implemented. Our implementation is ham-fisted at best. There are way more efficient ways to create a skill table such as using a ds_grid or ds_map.
We may implement that as past of an extended series, but this method will suit us just fine.
Timestamps:
00:00 Intro
00:12 Unnecessary enum
01:43 Skill Type Enum
02:12 Skill Element
03:06 Skill name enum and constructor
04:05 First Skill
05:36 Second skill
06:50 GUI updates
07:33 SkillMenu()
08:25 SkillButton()
13:22 Skill Button implemented
14:58 CancelButton() fix
15:52 pUnit Step event fix
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